/*
 * The MIT License (MIT) Copyright (c) 2013 AlgorithmX2 Permission is hereby granted, free of charge, to any person
 * obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software
 * without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute,
 * sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
 * subject to the following conditions: The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE
 * AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

package appeng.api.storage;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;

import appeng.api.implementations.tiles.IChestOrDrive;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

/**
 * Registration record for {@link ICellRegistry}
 */
public interface ICellHandler {

    /**
     * return true if the provided item is handled by your cell handler. ( AE May choose to skip this method, and just
     * request a handler )
     *
     * @param is to be checked item
     * @return return true, if getCellHandler will not return null.
     */
    boolean isCell(ItemStack is);

    /**
     * If you cannot handle the provided item, return null
     *
     * @param is      a storage cell item.
     * @param host    anytime the contents of your storage cell changes it should use this to request a save, please
     *                note, this value can be null.
     * @param channel the storage channel requested.
     * @return a new IMEHandler for the provided item
     */
    IMEInventoryHandler getCellInventory(ItemStack is, ISaveProvider host, StorageChannel channel);

    /**
     * @return the ME Chest texture for light pixels this storage cell type, should be 10x10 with 3px of transparent
     *         padding on a 16x16 texture, null is valid if your cell cannot be used in the ME Chest. refer to the
     *         assets for examples.
     */
    @SideOnly(Side.CLIENT)
    IIcon getTopTexture_Light();

    /**
     * @return the ME Chest texture for medium pixels this storage cell type, should be 10x10 with 3px of transparent
     *         padding on a 16x16 texture, null is valid if your cell cannot be used in the ME Chest. refer to the
     *         assets for examples.
     */
    @SideOnly(Side.CLIENT)
    IIcon getTopTexture_Medium();

    /**
     * @return the ME Chest texture for dark pixels this storage cell type, should be 10x10 with 3px of transparent
     *         padding on a 16x16 texture, null is valid if your cell cannot be used in the ME Chest. refer to the
     *         assets for examples.
     */
    @SideOnly(Side.CLIENT)
    IIcon getTopTexture_Dark();

    /**
     * Called when the storage cell is planed in an ME Chest and the user tries to open the terminal side, if your item
     * is not available via ME Chests simply tell the user they can't use it, or something, other wise you should open
     * your gui and display the cell to the user.
     *
     * @param player      player opening chest gui
     * @param chest       to be opened chest
     * @param cellHandler cell handler
     * @param inv         inventory handler
     * @param is          item
     * @param chan        storage channel
     */
    void openChestGui(EntityPlayer player, IChestOrDrive chest, ICellHandler cellHandler, IMEInventoryHandler inv,
            ItemStack is, StorageChannel chan);

    /**
     * 0 - cell is missing.
     * <p>
     * 1 - green, ( usually means available room for types or items. )
     * <p>
     * 2 - orange, ( usually means available room for items, but not types. )
     * <p>
     * 3 - red, ( usually means the cell is 100% full )
     *
     * @param is      the cell item. ( use the handler for any details you can )
     * @param handler the handler for the cell is provides for reference, you can cast this to your handler.
     * @return get the status of the cell based on its contents.
     */
    int getStatusForCell(ItemStack is, IMEInventory handler);

    /**
     * @return the ae/t to drain for this storage cell inside a chest/drive.
     */
    double cellIdleDrain(ItemStack is, IMEInventory handler);
}
